#4515
HP recovery is faster when your HP is at a lower percentage than it is at a higher percentage (i.e. you heal fast, but it gradually slows as you heal). This would mean it’s an advantage in terms of turns spent to rest only when injured.
HP recovery is faster when your HP is at a lower percentage than it is at a higher percentage (i.e. you heal fast, but it gradually slows as you heal). This would mean it’s an advantage in terms of turns spent to rest only when injured.
Water elementals’ HP (and Pw, if applicable) regeneration is boosted when they are on a water-containing space such as a moat or a fountain. Possibly, they can also suck up the water to regain a large quantity of hit points at once, which removes the water terrain if it is expendable (a fountain or pool or puddle of shallow water will dry up).
In order to make them more interesting in combat, their AI may favor hanging around sources of water and trying to find a path to the nearest water when they are injured.
Add two new elemental planes, those of Positive Energy and Negative Energy.
The Plane of Positive Energy:
The Plane of Negative Energy:
The rate at which HP regenerates when resting on a bench isn’t constant. It starts out slow (less than 1 HP per turn), then speeds up gradually the longer you sit on it, eventually capping at 2-4 HP per turn.
Change the HP and/or Pw regeneration formulas (natural regeneration, not from external sources) so that it regenerates faster in the early game but more slowly in the late game.
This fixes existing balance problems – that the hero doesn’t regain them fast enough early on, and by later on they regain them so fast it trivializes problems – but would be very strange to justify flavor wise.
In a lot of folklore, iron wards away elves. This could be implemented in the game in several ways:
“The Amulet of Vitality”, an amulet of drain resistance that provides poison resistance and hungerless regeneration when worn and also increases your HP maximum by 20%.
Note: this could be implemented in a game that doesn’t have the amulet of drain resistance by instead making its base item the amulet versus poison and giving it drain resistance when worn.
You are only capable of regenerating health when you are standing still in one place, resting (or searching). Continuing to move around the level or fight things does not allow you to passively heal.
The player’s natural HP regeneration rate is brought down to zero upon taking any damage or non-damaging hit, then gradually increases over time back to its full rate.
Potion of regeneration. Grants some medium duration (maybe fifty to a hundred turns) of temporary intrinsic hungerless regeneration. Can be brewed using healing potions, perhaps, but should be fairly rare in terms of random generation.
A new branch with infinite levels, whose level difficulty continues steadily increasing the deeper you go. Monsters killed do not drop anything, except that there is a very small chance, increasing with greater difficulty, of dropping a single wand of wishing. Unlike the rest of the dungeon, monster generation cares only about the level difficulty, ignoring the player’s experience level.
Levels in this branch are non-persistent. To prevent destroying any unique items, you either can’t bring them into the branch at all, or you are prevented from leaving a level in any way while they are on the level somewhere other than your person. Not determined what drinking a cursed potion of gain level would do.
One way to increase the challenge and prevent the hero from resting on the downstairs every level and starting each new level fresh is to suppress or remove natural HP regeneration in this branch.
Using an upstairs will take you back to the branch entrance, which may then close off forever. Possibly, 9/10 of upstairs will just crumble to nothing upon arrival in the level (whether this 9/10 is random or happens regularly every 10 levels isn’t determined). This makes it less easy to decide to bail out, though levelport or branchport would probably still work as escape items.
Not determined is to what degree the branch should enforce the player to spend time on each level. The three proposed options are:
Merge the rings of slow digestion and regeneration. Keep the name “regeneration”; make it chargeable. A positive rate boots your regeneration and your hunger rate, up until they are doubled at +10; a negative rate decreases both until they are halved at -10, with the intermediate values scaling as appropriate.
Possibly, since the extremes of &177;10 are hard to attain, make the doubling/halving threshold at &177;7 instead.
Hungerful regeneration from the ring only costs excess nutrition if your HP is actually below full. Possibly, to compensate for not having to micromanage your ring finger, accelerate the hunger rate while regenerating HP: instead of double, perhaps triple or quadruple its usual rate.
The amulet of restful sleep confers hungerless regeneration whenever the player is asleep.
Golems do not regenerate hit points, and healing spells do not work on them.
Regenerating HP naturally doubles your hunger rate while you are regenerating.
Condensing all of NetHack’s poison mechanics into one unified mechanic:
In order to make extrinsic regeneration scale better, it acts as a multiplier to your natural regeneration rate. x2 is an option but may be too high; x1.5 might work better.
Another idea is to make it so that regeneration gets better the closer you are to dying of HP loss, formally: if current HP = X * maxHP, regeneration will heal you at a rate of (2 - x) times its normal rate.
Change the sickness instadeath to a HP-based form of damage, since it is very obscure about how long you have left to live and can be drastically reduced.
Bed, a \ which if you sit on it makes you fall asleep for d10 turns or you have fully recovered your health. While sleeping on the bed, you get the same effects as hungerless regeneration. Found in barracks and some special levels. Breakfast not provided.
Poison is either changed or extended so that it is a lasting status condition that gives you negative HP regeneration, or some other source of this property is added.